Showing posts with label Dungeon Design. Show all posts
Showing posts with label Dungeon Design. Show all posts

Tuesday, November 6, 2012

Selandia, it's back!

Loyal readers will remember a post a year or so back about a french website which I had to take the link down because the spyware checker listed it as a "know bad website". Well the french have rebuild their website and this time it checks out clean. Here's a couple samples.

Although the bulk of the site seems to be by Partrick Janniaud (iparcoss) thre are some leads for work from the missing Pascal Furland (Faeriss). A few adventures with his name in the credits, although the Simlaracco overblog link remains as dead as a doornail.

Monday, October 1, 2012

Malazan

I am working my way through Steve Erikson's "Tales of the Malazan Empire" series. I find he manages to maintain the gritty fantasy of "The Black Company" and "A Song of Ice and Fire" but add a wildly imaginative spin on magic that I find quite appealing and a little more DnDish than the other two series. Although the series is very high magic with earth shattering spells that can change the world, that fact that it is usually told from the view point of a common soldier dodging nimbly aside as the god duel makes it accessable. I also like the way combines a renaissance empire with tribal stone age warriors and makes it work. I am only through the first four books but I highly recommend it.

**Warning Mild Spoilers **


Roleplaying ideas collected so far :

Lurking ancient evils
Imperial Assassins
Floating Elven Cities
Elves that turn into dragons
Magic that is accessed by tapping into different worlds
A deck of cards which maps the worlds of magic
A dead God who returns to life when blood is spilled on his altar
An immortal storm raging the dessert
A Book promising the return of a prophet to rule the world
A rising of the Desert tribes once the book has been returned
A ruined ancient city destroyed by  a half-Jaghut (Jhag) who no longer remembers who destroyed the city and seeks revenge for its destruction
The Jhag's body guard who's job it is to kill the Jhag if his memories come back
A mine of anti-magic stone
A boat rowed by undead rowers
An Imperial Army cut off by the desert tribes fighting its way back to the last Imperial held City
A magical delivery service which warps its way through the planes of magic to travel
A Jaghut entombed in magical ice to hide it from the T'lan Imass
A Cannibal Army
A city floating on an iceberg

Monsters include:

Soultaken Mages capable of transforming into beasts
Giant Dragonflies capable of carrying troops
T'lan Imass Undead servitors of the empress capable of merging with the earth then popping up later
T'lan Ayss the T'lan Imasses Undead Dogs
Jaghut Inhuman sorcerer kings of tremendous power hunted by the T'lan Imass
Giant Ravens with magic powers
flying piranha fish
a sea monster sized aquatic centipede capable of sinking ships
K'chan Mal Chan Giant undead hook horrors











Saturday, April 23, 2011

City of the Pyramid

At the junction of the great causeway and the great underway lies a nexus of great power. After the fall of the elves during the Golden age it was here the golden ones came to build pyramid temples to their dark gods. Seven tiers for the Burning One, Five for the Breaker of Hope, a mere two for the Mistress of the still pool, an unimportant goddess worshiped only by females and pondlings. Still her pyramid is required to balance the fearsome dread of the uncounted tiers of the underpyramid of the Drowner in Darkness. The Treader of the Secret Ways required no pyramid, stealing his worship by masquerading as the other gods. Once the pyramids were complete the Sorcerer Kingpriests focused their energy to forge the Great Artifact. During the catastrophe the Great Artifact was split into to the sphere, the cube, and the tetrahedron. As the artifact was split into three so were majority of the golden ones, into the kobolds, lizardmen, and weygn. Their ensuing battles to reunite the Artifact soon destroyed the city, and the inhabitants dispersed into the black swamp which broke the canal walls and swallowed the city whole. Their descendants still squabble, fight, and dream of reuniting the artifact to restore the glory of the Golden age. A mere half days journey from the newcomers Clerics Post on the Great river, the ruined city still lures adventurers to doom and glory. The lizardman "people of the turtle" will lead you there for a few trinkets, but warn that the "people of the shark" who inhabit the ruins proper are not as friendly, and are only fond of strangers as barbecue. Below is the mosaic in the chamber of the map showing the city as it was in the Golden age.


Note: The City of the Pyramids served as my anchor dungeon for my great river campaign of the early '90s. She-Who-Must-be-Obeyed still remembers this campaign with fondness.It was a bit of a breakthrough in style for me as well as I replaced my megadungeons of the past with little 3-5 room mini dungeons which could be completed in a night or two. However most of the mini-dungeons remained connected by the Great Underway a 30' wide straight barrel vaulted corridor leading on for miles leading god knows where (although one was bound to stumble on to a secret door leading to the next mini-dungeon just in time for the next session). Due to its connection to the Great Underway my wandering adventurers found themselves in the City of the Pyramids more often then  they would have liked.

Friday, April 1, 2011

Dungeon in the Raw

Here's a dungeon I call "Palace of the Dragon Prince". I sketched it out a couple of weeks ago in hopes of cleaning it up and entering it into the one page dungeon contest. Unfortunately business travel and a nasty computer virus on the computer with the scanner intervened. Everything is back under control, but I ran out of time to improve my entry. I thought about sending it in "as is". However, without clean-up it is unlikely to win, and in order to enter since they want real names I would have to reveal my "secret identity" for all the world to see. She-Who-Must-be-Obeyed says she thinks its "cute" the way it is, so I am posting it on the blog. Be aware that even the way it is, it more than sufficient for me to DM it, because that's the way we do it OLD SCHOOL.

Friday, December 17, 2010

Old School Dungeon Links Page

Having recently been adding stuff to my posts of the Dungeon and Campaign I ran from 1976 to 1979, I though it might be a good idea to post a page of links to my posts on the subject. So here it is.

Dungeon Maps

Level 1
Level 2
Level 3
Level 4
Level 5

City Map

Blydron

Wilderness Map

River Kingdoms Map 3

Layout

Overlay and Cutthroughs

Saturday, December 11, 2010

Old School City Dungeon layout

This diagram shows the Tower and Bridge from the Old School City map overlayed on the first three levels of my old school dungeon. The City is in black, outline of first level is in blue, outline of second level is in green, outline of third level is in red.

*** NEW IMPROVED DRAWING COURTESY of She-who-must-be-obeyed ***


Here's two dungeon cut throughs as well. Top cut through is from East to West; bottom cut through is from North to South.


Friday, October 29, 2010

Ruins of Thetra Mage College Lower Levels

Just enough dungeon to connect all the stairs slopes and trap doors from level 1 and outdoors. Numbered but not populated. C' connects the sloping passage from B14 with the trapdoor from B2, and the hidden staircase from B15.
D' connects the long staircase near B16 with the staircase from A4, and the open area off of B9. E is reached by a secret door in the trunk of the Tree in D3. Had intended to expand these levels as play on level B progressed. However the TPK on level A, followed by a lifetime ban on this dungeon from She-who-must-be-obeyed, rendered that effort moot.
P.S. for an interesting corollary of the problems this dungeon encountered read this review of Death Frost Doom .
Unfortunately, sometimes even the best sounding dungeons on paper do not click with the players in the field. This dungeon did teach me a lot about player-DM interaction. Most of my modern dungeons are a lot less scripted and adapted on-the-fly to suit the players motivations. Good for playing, bad for producing a module for publication and universal appeal.

Friday, October 22, 2010

Ruins of Thetra Mage College level 1

As promised, key below the map.

Level 1

1. The walls of this room are covered in soot. There is a large pile of burned timbers in the southeast corner of the room under the stairs Mixed with the timbers is a 3’ metal rod. The rod is a wand of secret door and trap detection. It has only 9 chares left. If it is picked up it will glow indicating the secret door to the south.

2. Trapdoor drops any who stand on it 20’ to the second level

3. On the North wall are five plaques. On each plaque is a name, two dates, followed by many mystic runes and symbols. The first is labeled Gnithil 101-228. Opening it will fire five magic missiles into the party. There is nothing inside. Next is Dloc 228-354. Opening this tomb will release a blast of cold air. The inside is lined with frost. A vaguely human form can be seen in the bottom. Anyone reaching into the tomb will feel intense cold. Anyone persisting in holding their hand in will take 1-6 points of damage per round. Underneath the frost is the body of an ancient man. On the body are a jeweled ring and a pouch of 5 gems. The third is Kesom 354-463 after opening dense black smoke will pour out. The smoke will drive all from the room. The fourth is labeled Powane 463-561. A pair of animated swords will attack the openers of this tomb. The swords attack as fifth level fighters and are not harmed by normal weapons blows, although anything capable of destroying a normal sword will destroy them also. The magic of the swords be disabled by grasping one sword and striking the other with it (roll under half your dex to grab the sword: sword is AC 4 for purposes of hitting). After the swords strike each other both will crumble in flakes of rust. Inside the tomb is a skeleton in rotted robes. Along side the skeleton is a red hide scroll case filled with rotted parchment and a box holding four dry bottles with crystals on the sides. The scroll case is of salamander hide and impervious to fire. The bottles contain the remnants of potions; filling the bottles water will restore the potions to operating condition. The last is labeled Rothi. Inside are a copper crown set with a topaz and a long sword. A voice will warn of dire fates to befall any who touch the items except the “rightful” owner. In this case possession is 10/10ths of the law. All tombs will be found resealed after the party leaves the area though any item removed will not be found there again.

4. 10 beds line the walls of this room: 6 on the west, 4 on the east. The remains of two more are piled in the south-east corner of the room. In front of the of the second and fifth beds on the west and second on the east, there is a large trunk. In the bottom of the trunk in front of the fifth bed is sack with two gems. In the ticking of the third bed on the east are 185 gold pieces. The whole room is infested with giant rats. The rats will not be readily apparent but anyone looking under a bed will be attacked by 1-6 rats. There are 24 rats in this room, but they will only attack all together if all party members are wounded.

5. On the south wall is a painted mural of blue sky with clouds and sea gulls. In the northeast corner are 5 silk, feather filled pillows mostly rotted. The mural on the south is enchanted. Anyone staring at the mural for long periods of time must save versus magic or fall asleep. Underneath the pillows are two sleeping giant centipedes.

6. In the center of the room is a round oak table. On the table sits a large silver bowl studded with gems. Seated by the table is a human skeleton with both elbows on the table staring at the bowl. The skeleton wears ragged robes and a peaked hat. Anyone touching the skeleton will cause the skeleton to collapse into a heap of bones. Inside the cap is a scroll case strapped in with leather thongs. Inside the scroll case is a magic scroll. Back to the bowl. Anyone looking into the bowl will see a dancing blue flame and must save versus magic or be entranced by the flame. Entranced persons will do nothing but stare into the flame until the flame is extinguished or blocked from their sight. The flame may be put out by any normal means, but spread to any burnable item touches.

7. This room is filled with broken furniture. In the back of the room is a large chest. In front of the chest are a scattering of silver pieces (47). The chest is filled with 2000 silver pieces. While the party is investigating the room two large spiders will drop from the ceiling over the entrance arch and attack the party. Hidden in the le of a broken chair is a scroll

8. In this room 12 rats are chewing on a body in the northwest corner. Strewn round the room are the bones of various creatures. Closer inspection of the body will reveal that it is a human adventurer. Its backpack has been emptied and its belt pouch slit. Hidden in the body’s boot is a magic dagger +1, +2 versus smaller than man size. Note: the door to room 9 is locked and has a spy hole.

9. This is the lair of two wererats. Furnishing the room are two beds and a table with two chairs. Normally one wererat will stand guard while the other sleeps. If there is a fight in room 8 both will be up and ready to fight. If the wererats are alerted and the party continues on to room 10 they will set up an ambush in room 8. Their treasure is in a small box under one of the beds. The small box is trapped with a poison dart which will fire at the opener. Inside are 20 platinum, 5 gems, a gold broach and 2 potions

10. Nothing

11. Trying to open this door will cause three spears to drop from the ceiling. One is +1.

12. In the center of this room is a large pillar. On the pillar sits a pillow with a large gem sitting on it. A curtain covers the northeast corner of the room. Behind the curtain is a mural of a man dressed in black whose face is totally devoid of features. Anyone removing the gem will disappear. Following this what appears to be that person will step from behind the curtain. This is actually a doppelganger. The party member will be found with the gem in room 13 Underneath the pillow is a small scroll with the following inscription.

“Canst thou face the faceless man? Seeke ye the light of day while thou still can. See the once proud tower almost gone. Sit ye there and wait for dawn. Underneath the Sun the key does rest. Bring it hence and place it in the place that’s best.”

A small keyhole will be found in the face on the mural

13. In this room is a pile of 3000 gp, a magic sword and a scroll. A small stream of water trickles down from the southwest corner. On the wall is the inscription “Canst thou eat gold?”

14. This room holds 8 skeletons. Two of these stand guard at each exit. Although the guards can be clearly seen from the entering corridors, none will attack until the party members attack or try to pass the guards

15. This room is the same as 14 except there are 11 skeletons

16. The ceiling of this room has collapsed. It is filled with broken rafters and sand. A minimal amount of digging from the west door will uncover a suit of +1 chaimail.

Saturday, October 9, 2010

Ruins of Thetra Mage College: Above Ground Key

As promised here is the key to the map posted earlier this week. I am afraid the mountain lion encounter is what gave this dungeon it's killer reputation. He's a bit more than a first level fighter can handle.

The Ruins Above Ground
General: The ruins of Thetra lie half a mile east of the village of the same name. The whole area is covered by drifting sand. Taking the road which lead west from the village, the party will round a large sand dune and come upon a ruined wall with a 20’ wide opening in it. The road leads through the opening.

1. 10’ high walls crenelated though many of the merlons are missing with a walkway on top. Generally in a bad state of disrepair

2. Large courtyard paved with flagstones

3. 30’x30’ one story stone building with a pyramidal shaped roof of slates. In each wall there are 3’ 6” tall 6” wide arrow slits.

4. Staircase leading 15’ down to a set of oaken doors studded with iron spikes. The doors are shut and appear to be barred from the inside

5. Ruins of a large tower wall ranges from 10’ to 15’. In the SE corner 10’ up is a 3’ wide 5’ high arched window. The top of the arch is broken off. Next to the window is a staircase going down. The sill of the window contains a secret compartment with a large iron key and a small gem

6. The trapdoor will drop a person stepping on it 20’ into a corridor heading N and E

7. Bones of some large reptile, probably a dragon, buried in the sand. Underneath the dragon are the skeleton of a man, some pieces of chainmail and a broken corroded sword carved with strange runes thrust into one of the vertebrae.

8. A great gnarled tree. Around the base of the tree will be found the bones of wild animals. Occasionally a freshly killed animal will be seen hanging in the branches. There is a secret door in the trunk which leads to a ladder going down.

9. In this depression are the burrows of a band of 18 desert foxes. One of the burrows leads to first level. All of the burrows are large enough for a small man to crawl through, and can be enlarged fairly easily. There is a 1 in 10 chance of finding the right tunnel without the foxes help and the 8 adult foxes will attack anyone who tries.

Encounters (roll a six sided die)

1. Old man with a sieve sifting sand. Old man is a 9th level MU. He searches for the ring of the netherworld. If the party helps him there is a 1 in 100 chance a party member will find it.

2. A party of 7 men, 2 dwarves, a mule and a camel collecting dragon bones. Men are a 4th level mage, a 3rd level Cleric and five second level fighters. Dwarves are 3rd and 6th level fighters.

3. 1-4 foxes. These will run off towards the west (see 9)

4. Mountain lion lurking in the oak (8). He will attack anyone who investigates the oak too closely

5. Large beetle crawling across the flagstones of the courtyard. The beetle is metallic blue with a faint outline of a face on its back. The beetle is a polymorphed 8th level magic user.

6. Nothing

Tuesday, October 5, 2010

Ruins of Thetra Mage College

The infamous killer mini dungeon. Outside in the sands. Key Fridayish. Level one next week


Saturday, September 25, 2010

Notebook Doodle Dungeon One

A dungeon level doodled into my spiral bound science lab book. I particually like the large areana in the center whith the illusionary wall marked with dotted lines on its right side. Athough there are slopes and staircases this is the only level of this dungeon drawn.

Saturday, August 21, 2010

Old Dungeon level 5

Lake Level. Last level I drew in college. I am afraid it is somewhat unfinished, doors have not been placed in all rooms and what lies beyond the Lake in the upper right is still a mystery. Includes: (unlabeled but in the bottom right corner) the stairway that appears to go up but actually goes down (2) elevator room to even lower levels (3) the waterfall (4) the room on the sloping passage which is actually flat. In the bottom center a complex sloping passage from level 4 with three exits. In the bottom right a large sloping passage down (I believe this one was supposed to bypass level 6 and head straight for seventh. In the In the top left corner is a large spinning section with a smaller spinning section inside.

Afraid barring my acquiring a specially customized Deloren or a really weird hot tub, this is the last of my mega-dungeon levels from back in the day. Did not much more than mark the entrances for level 6. After leaving college the gaming style had shifted to them newfangled modules and the desire for mega-dungeons wained. Having to get up and go to work really cramped the all night dungeons crawls as well. However, I do have some graph paper with a nice patina....

Saturday, July 31, 2010

Old School Dungeon the Maze

Most notable feature is the teleport maze in the south east corner. Also the full complement of sloping passages, spinning rooms, and rooms on an angled grid. Of course there is the infamous staircase that appears to go up but actually goes down. This staircase was very useful for lining up the levels. Those who have been following along may notice it does not appear in the same place on the map. The theory is that it is always in the same place and the dungeon levels themselves rather than being one atop another are offset. I laid out a top down overveiew of how the levels line up. If I can figure out how to scan the two 11x17 sheets I used for it, I may post that diagram some time.

Another note this level is only partially keyed. I am afraid I graduated from college before this level was much explored and the group I hooked up with after starting my new job in a different state were into these new fangled scenarios that Judges Guild and TSR were begining to produce. Another issue the way we played once the party hit about fifth or sixth level the adventures started moving out into the wilderness, so dungeon levels below third more often lurked as dark dreams rather than being explored. Except in the case of my character "Boris the not too bright" who decided that Wizard Mountain would be the perfect place for his castle if he could just get that nasty basement cleaned out. The Dungeon Master folded the campaign rather than face drawing another level for me to bash through. The demise of the dragon guarding the back door to fourth is a legend in its own right, but that is a story for another day.

Saturday, July 24, 2010

Old School Dungeon Level 3 the river

Level 3 the River. I refer to it as the river because the big river is the largest feature on the map. Notice how ever that there are very few places on the map where adventures can actually see the map. Key features of this map are (1) the staircase which appears to go up but actually goes down (2) The bridge with an inivisable section (3) The rotating dungeon section with a staircase: positioned in one of four positions when the party enters it is rotated to another position randomly and (8) a secret chamber only enterable by an under water passage.

This level highlight one of the interesting features of old school dungeoneering. Since the play pogressed by drawing maps on graph paper, DMs would often through things in to make mapping hard, hence the rotating dungeons sections and slanted rooms. Being a fledging rocket sciencist not only did I solve my friends rotating dungeon section but took mine up a notch by putting a staircase in it.Note that because the slanted rooms where done with glue this map is a bit yellower than the others.

Saturday, July 17, 2010

Old School Dungeon Level 2

Here it is level two. My Plan is to release a level a week. The sloping passage to the south due to its proximaty to the stairway which appears to go up but actually goes down was notorious for getting adventurers in over their head. D is the Temple of Crystal Cats. Six foot tall statues of clear adamantium crystal, stomachs filled with jewels, Only access a narrow passage from the throat. They are designed to work like the gourd and rice ball monkey trap. Monkey reaches in; grabs the rice; discovers his hand is now too big to pull out; but refused to let go...

Saturday, July 10, 2010

Old school Dungeons Level 1

Here's level 1 of the Monster Pit I ran my first campaign in. Unfortunately faded pencil is not the best mediun for scannning so the lines are a little light in spots. I have used Paint Shop Pro to fix it up a bit. My favorite features (marked by numbers in circles) of this level include 1) the stairway which apears to go up but actually goes down 2) The double doors leading to the main dungeon with a bar on the entrance side 7) the Balcony overlooking second level 8) the hidden secret double doors to the staricase to second level and the rat tunnels under the floor (denoted by matching pairs of numbers).



Tuesday, January 26, 2010

Ancient River Palace of Mellorin


Well I had meant to post another installment of the Dragon Army, having spent the last week by Hungarian RPGs, Haitian pdfs, and other shiny objects. However in my search for my missing notes on the dwarven hold the players have just discovered, I ran across this blast from the past. Above is the first level of one of my early dungeons from the summer of 1976. I have merged the two notebook pages together and tried to sharpen the faded pencil lines a bit. Although the rooms are numbered I have no encounter key, as I did not actually try and run this dungeon. Not sure how interesting the encounter key would be anyways, as what I did at the time usually was to roll up random monsters as the party explored and use the key to note their location for future reference if the party closed the door rather than fight. Enjoy!
By the way I was able to use google translator toolkit to get the gist of the Hungarian RPG. Google produces a text which seems to reflect a decent translation of the words, but considerable effort on style and grammar will be required for it to read smooth in English. Unfortunately it seems to be very close to Swords and Wizardry, so I did not bother going too much further. I can share the translation with someone else who actually speaks Hungarian if they are interested.
P.S. Finally found the dwarven hold notes, but its past my bedtime. More on the Tunnel Twins, Legless Bob, Yellow Bill and the Blue next time.

Sunday, December 20, 2009

Dragon Armies 10 Tomb of the Dragon Lords part 2


Well after two diversionary posts I am back to the main story. When last we left our intrepid adventurers they were standing on a rock bridge in a subterranean cavern. I originally had some ideas about an encounter involving giant bats and people getting knocked off, but we were running late so it got deleted. On either side the cavern drops a 100' to a shallow subterranean pool with no apparent exits. However the hole in the center of the bridge leads to a hidden ledge with a passage leading back under the stone bridge. A 100' along this passage ended in a double iron door of dwarven smithwork covered in runes with a Celtic knotwork dragon on each leaf of the door. The door leaves swing open easily to a light touch. They enter a round chamber with a single door leading off to the side (Battle mat for both this cave and the next shown above, artwork by She-Who-Must-be-Obeyed [unfortunately it was a rush job and not as nice as the previous battle mat]). Again the door is iron with a knotwork dragon, but this dragon wears a crown. This door leads to a large cavern with two stone pillars and a raised stone platform on the far side. On the floor lining the walls of the chamber are six black cauldrons worked with knotwork motifs and handles in the shape of dragon heads. A the iron door is opened a shower of sparks shoot out from the dragons crown lighting a fire in each of the cauldrons. On the stone platform is a two step wooden platform. On the wooden platform sits a wooden throne decorated in (you guessed it) Celtic knotwork dragons. On the throne sits a skeletal form of a robed figure with a golden crown on its head, a golden scepter in his right hand, a golden orb in his left hand, and two gold rings on his fingers. To the left of the throne sits another skeleton on a wooden camp stool dressed in brown wool robes with a dagger made of a 24" long tooth thrust in his belt. A small pouch hangs off his belt as well. To right of the throne sitting on the steps is a skeleton dressed in motley (jester's clothes) with a fools cap on his head, in his right hand is a jester's stick, in his left hand a rubber ball, on his fingers are tied two pieces of string. Further to the right is a large free standing floor mirror covered in black cloth. The party uncovers the mirror at which point the iron double doors in the first chamber slam shut. The party finds the Harrow card The Beating tucked in the mirrors frame. The they hold the card to the mirror and it begins to glow a sickly greenish blue. A bolt of greenish blue energy shoots of the mirror zigzags off every single party member and flies through the single door with the crowned dragon into the antechamber, at which point the single door slams shut. The monk runs over, reopens the door and is confronted by nine adventurers looking identical to the party except for the green glowing eyes, and the gnome who has been replaced by a lizardman. It's roll for initiative time! After soundly trashing their unfriendly counterparts (The party's elven wizard managed to roll high on initiative and get the opening fireball off first), the party investigates the three skeletal figures further and discovers in addition to the merchants belt pouch filled with gold coins, the crowned skeleton has a belt pouch full of gems, and the jester a belt pouch full of rocks and pine cones. Being uncertain what to take they take everything off the three skeletons (Of course nobody bothers to check the cauldrons. If they had wiped the tarnish off of the cauldrons they would have discovered they were pure silver). They retrace their steps to the entrance to the tomb. When they exit the tomb through the rows of pillars in the lake a bolt lighting flashes from the pillars striking the monk who is carrying loot from the jester and the hobbit who is carrying loot from the crowned skeleton. The loot from the king is transformed into a black sword, a black crown, a black orb, a pouch of rocks and pine cones and two pieces of string. The loot from the jester transforms into a golden sword, a golden crown. a golden orb, a pouch of gems, and two golden rings. The old man waits on the far shore to greet them. When they step out from the lake, he asks them for the dagger make from the tooth and they give to him. He then tells them the tale of the six dragon lords, one for each color dragon. He explains when the other five decided to seize control of the world from the elder races (dwarves and elves) how he argued against that course of action. However, the other dragon lords knocked his tooth out and used a magic spell they linked to it to prevent him from interfering with their plans. He points out that now he has the tooth he will be able to unravel this spell. When asked about the other items from the tomb, he explains they will help the party with its struggle against the other dragon lords. When asked about the black sword and crown he suggest caution since they are aligned with evil (they are now stone shaped into the rock in an undisclosed location in the cliffs south of Candololian). He suggests if they have need of him again to contact him to visit him in his city using the Harrow card they just acquired, when the look at the card they notice it has changed into The Keep. He then changes back into his yellow dragon (i. e. gold dragon) form and flies away, mentioning in an oh by the way fashion that the other dragon lords surely have wards around this place and will be on their way to investigate. A brief sound of leathery wings flapping in the distance is more than enough to send the party scrambling back to the obsidian cliffs and through the portal back to Candololian.

Wednesday, December 16, 2009

Dragon Army 9 Tomb of the Dragon Lords

OK so back to our story. The party having rescued Candololian from the Mists and picking up a new toy to teleport them across the world, are accosted by a strange old man. After assembling the entire party in the brown hills (and several checks to make yes the portals do work both ways), they inquire what the old man has in mind. He explains that not far from here is the ancient tomb of the Dragon Lords which contains an ancient dragon tooth which he is need of. Unfortunately the magic wards surrounding the tomb prevent him from retrieving it himself, but it should not affect a party of unknown adventurers. He will grant them whatever else they can find in the tomb as long as they return the tooth to him. Smelling an obvious plot hook (I try to make them obvious so the players don't miss them). He also warns them in an oh by way fashion that much of whats in the tomb is not as it appears. Arriving at large tumulus in the center of a shallow lake (illustrated once again with a picture from Mysteries of the Himalayas) they spot a path lined with columns leading to the side of the tumulus. The old man whispers a secret word (open turmeric perhaps) and an archway appears in the side of the tumulus. At this point the old man informs them he can go no further, wishes them well, and reminds them of their promise to bring him the tooth. They enter through the archway into a set of stairs leading down. The stairs end in a landing with a hall leading to the right down the hall in the alcove is a giant statue with the palms of its hands upraised (I used Cartophile #7 from Skeleton Key for this level). Continuing down the passage they enter a large chamber near an oval pool. Half oval risers lead up from the pool to a giant statue identical to the first but with a large stone sword laying on the upraised palms. Quickly figuring things out they transfer the stone sword to the statue in the alcove (they may have had to fight some undead as well my notes don't show it though). A loud click is heard and the bottom of the oval pool falls away to reveal a shaft leading down. Dropping down on a rope they descend into a subterranean cavern of flow stone. This portion of the dungeon was drawn by She-Who-Must-be-Obeyed after staring lovingly at the underground caverns in the Rackham Reversible Gaming Tiles (another out-of-print item for you to lust after). Here is the battle mat. More next time!

Wednesday, December 2, 2009

Dragon Army 7 Candololian Part 3

After pangs of conscience successfully dampen the lusts of greed, players decide to explore the visible door in the library. They open it and discover it leads to a tree limb, not very interesting until the keen eyed ranger spots a well worn train of elven leading out on to the limb. Traveling down the limb they discover the limb of an adjacent tree butting up against the current limb. Traveling up that limb to the trunk they find a secret door to the interior of the new tree. The door leads to an octagonal chamber with a table on one side and a mirror draped with a black cloth on the other side, One side of the octagon is an arch which leads to a circular balcony with two more arches. One arch leads to a bed room. The final arch leads to an alchemists lab. There is also a door on the balcony which leads to a 5' square chamber. Lowering a rope down the central shaft (players of the Elder Scrolls; Morrowwind will be quite familiar with the central shaft style of elven tree architecture) the party thief descends to a 30' by 30' chamber with a large throne carved out of the living wood sitting on a raised dais and two stair cases leading down. Following one of the staircases down the thief discovers that both staircases lead to a 30' x40' muster hall, A quick for secret doors reveals one that leads to the exterior of one of the 50' diameter trees at ground level. Once the thief returns the magic user uses a quick fly spell on the ranger and sends him up the shaft. 20' up is another balcony with three doors. One door leads to a bedchamber, another to a second library, and the third door to a small armoury with a gleaming set of golden chainmail, a golden shield and several masterwork weapons. 40' up the shaft ends in a 30' flat to flat octagonal chamber with a large double bed, two chests and another bookcase. Round portals of stained glass are set in the corners of the room. After the ranger returns he ferries the rest of the party down to inspect the throne. Sitting on the throne the sorcerer discovers something interesting: By focusing his thoughts he can use the throne to scrye areas within a 1/4 mile radius of the throne room. At point the party realizes that they have discovered enough bedchambers that the whole party can get some shut-eye. They promptly assign sentry duty to those nimble enough to use the rope to get up and down to the throne room, show the sentries how to use the throne to keep an eye out, and go to sleep. However, their rest does not go undisturbed. More next time.
Related Posts Plugin for WordPress, Blogger...